The shadow party stats are specified within the RAM area of $7E:1140-127F. These hold the stat data for characters
that have left your party but will rejoin later. The data areas for each character are:
1140-117F Kain
1180-11BF Tellah/FuSoYa (and Cid)
11C0-11FF Rosa
1200-123F Yang
1240-127F Rydia
Some code that is being executed knows when and for whom to save the data, but I don't know the location of it.
Re-adding a character outside these five will add the character with their original stats.
Though equipment information is within these stats, when one of these five characters is re-added, their new equipment
is determined by the initial equipment information (7AD00-7AD91). The one exception to this is Tellah when he receives
all his spells on Mt. Ordeals. His initial equipment specification for that instance of his character is empty, but
he maintains the same equipment that his last character instance had. I'm not sure how this works, exactly.
Magic lists are also separate from these stats and are continuous throughout the game. For example, if you remove older
Rydia from your party and add child Rydia, she'll maintain the same magic lists even though her stats and equipment
match her child instance.
Rydia, Kain, Rosa, and Yang all have their equipment specified in the initial equipment bytes. Tellah does, too -- he
comes back with slightly different equipment the second time: the first time he is equipped with a Staff and a Leather
Robe, the second time he is equipped with a Staff, a Gaea Robe, and an IronRing. All of these work correctly with
their initial equipment specification.
The third instance of Tellah (after Mt. Ordeals) is the one with no specified equipment, but he keeps the same equipment
he had in the second instance.
-the information I've found says that Cid's stats are loaded into the second shadow data slot as well. This means that,
at some point in development, he was intended to rejoin your party.
There's two different sets of bytes:
1. The first is the table for loading characters stats when a character joins your party. This is from 0689A-068AE (FF2us ROM
with header). There is 1 byte per character ID. Values of 00-0F mean to load the initial stats for the characters
(referencing the table at 7AB00), and values of 80-84 mean to load the shadow data stats.
2. The second table is for storing character stats in the shadow data slots when a character leaves your party. This is
from 0691D-06930, again with 1 byte per character ID. Values of 00-04 mean to store the data in that shadow slot, and a
value of 80 means don't store.
So, here's how the data lines up with the character IDs:
ID Character Instance Load Store
-- ------------------ ---- -----
01 Cecil (Dark Knight) 00 80
02 Kain 01 00
03 Rydia (child) 02 04
04 Tellah 03 01
05 Edward 04 80
06 Rosa 05 02
07 Yang 06 03
08 Palom 07 80
09 Porom 08 80
0A Tellah (second time) 81 01
0B Cecil (Paladin) 09 80
0C Tellah (all spells) 81 80
0D Yang (second time) 83 80
0E Cid 0A 01
0F Kain (second time) 80 00
10 Rosa (second time) 82 80
11 Rydia (older) 84 80
12 Edge 0B 80
13 FuSoYa 0C 01
14 Kain (third time) 80 80
15 Golbez 0D
There are five shadow data slots of 64 bytes each. These store the same stat data as the RAM locations that
store your current party stats:
----------
1000 *character id/handedness
1001 *class id/row properties
1002 level
1003-6 current status anomalies
1007-8 current hp
1009-A maximum hp
100B-C current mp
100D-E maximum mp
100F *base strength
1010 *base agility
1011 *base vitality
1012 *base wisdom
1013 *base willpower
1014 *modified strength
1015 modified agility
1016 *modified vitality
1017 modified wisdom
1018 modified willpower
1019 attack elemental
101A *attack strong vs. creature types***
101B physical attack multiplier
101C physical attack percent
101D physical attack base
101E attack status 1***
101F attack status 2***
1020 elements weak vs***
1021 elements very weak vs***
1022 magical defense multiplier
1023 magical defense percent
1024 magical defense base
1025 elemental defense (if immunity bit wasn't set)***
1026 elemental defense (if immunity bit was set)***
1027 *defense strong vs. creature types***
1028 physical defense multiplier
1029 physical defense percent
102A physical defense base
102B status immunity 1***
102C status immunity 2***
102D-F ?
1030 *helmet
1031 *armor
1032 *gauntlet
1033 *right-hand item
1034 *right-hand quantity
1035 *left-hand item
1036 *left-hand quantity
1037-9 *experience
103A ?
103B speed modifier. lower = faster. for autobattles, starts at 01; otherwise
starts at 10. slow adds +08, (upper bound 20) haste adds -3 (lower bound 0C)
103C ?
103D-F *experience to level up